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https://github.com/GTNewHorizons/StructureLib.git
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@@ -2,7 +2,7 @@
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dependencies {
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api("com.github.GTNewHorizons:GTNHLib:0.0.10:dev")
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runtimeOnly("com.github.GTNewHorizons:NotEnoughItems:2.3.25-GTNH:dev")
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runtimeOnly("com.github.GTNewHorizons:NotEnoughItems:2.3.46-GTNH:dev")
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testImplementation(platform('org.junit:junit-bom:5.9.2'))
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testImplementation('org.junit.jupiter:junit-jupiter')
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@@ -526,7 +526,8 @@ public class ClientProxy extends CommonProxy {
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GL11.glTranslated(-d0 + i0, -d1 + i1, -d2 + i2);
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Tessellator tes = Tessellator.instance;
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tes.startDrawing(GL11.GL_TRIANGLES);
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for (int i = 0, allHintsForRenderSize = allHintsForRender.size(); i < allHintsForRenderSize; i++) {
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for (int i = 0, allHintsForRenderSize = allHintsForRender.size(), cubeDrawn = 0; i
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< allHintsForRenderSize; i++, cubeDrawn++) {
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HintParticleInfo hint = allHintsForRender.get(i);
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if (!hint.isInFrustrum(frustrum)) continue;
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if (renderThrough != hint.renderThrough) {
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@@ -534,12 +535,21 @@ public class ClientProxy extends CommonProxy {
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p.endStartSection("Draw");
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tes.draw();
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tes.startDrawing(GL11.GL_TRIANGLES);
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cubeDrawn = 0;
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p.endStartSection("Prepare");
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}
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if (hint.renderThrough) GL11.glDisable(GL11.GL_DEPTH_TEST);
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else GL11.glEnable(GL11.GL_DEPTH_TEST);
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renderThrough = hint.renderThrough;
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}
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// Minecraft Tessellator draw in batch of 4096. This plays nicely with quads, but for trigs
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// it might occasionally end up with one half in first batch and the other half in later batch.
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// so we manually flush the buffer here if that would happen.
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// 6 faces per particle, 2 trig per face, 3 vertex per trig
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if ((cubeDrawn + 1) >= 4096 / (6 * 2 * 3)) {
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tes.draw();
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tes.startDrawing(GL11.GL_TRIANGLES);
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}
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// TODO verify if we need to add eyeHeight
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hint.draw(tes, d0, d1, d2, i0, i1, i2);
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}
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@@ -2591,7 +2591,7 @@ public class StructureUtility {
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// we will bypass the chatter filter here, as this is a warning that player definitively want to see
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// instead of some false positive error messages like item not find
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warnNoExplicitSubChannel(env.getActor());
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return backing.survivalPlaceBlock(t, world, x, y, z, trigger, env);
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return backing.survivalPlaceBlock(t, world, x, y, z, newTrigger, env);
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}
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};
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}
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